René Dudfield wrote:
hi,
not yet... highest is rgb 888, and yuv 422
As James mentions SDL 1.3 is getting more pixel formats - I can't
remember which ones they decided to support. However a bunch of the
other non-SDL code in pygame can only use 888. So maybe in the
future.
Note,
Just because tvs support it doesn't mean they can render it. Tvs
support the ntsc standard even if they can't display 100% of it. I
doubt if they have the CRI high enough to resolve 10 bit color on LCDs
even with LED backlighting. Sounds lik yet another gimmick to get
uneducated folk to buy
Sounds lik yet another gimmick to get uneducated folk to buy another TV
LOL, I like this one.
But I'm not sure I understand your statement on NTSC.
This is what my research subject is all about. My boss asked me to
optimize my hardware design (0.35u CMOS image sensor) to fit eyes and
equipement
On Thu, Oct 1, 2009 at 2:34 PM, pierrelafran...@sympatico.ca
pierrelafran...@sympatico.ca wrote:
Sounds lik yet another gimmick to get uneducated folk to buy another TV
LOL, I like this one.
But I'm not sure I understand your statement on NTSC.
This is what my research subject is all about.
On Thu, Oct 01, 2009 at 09:34:35AM -0400, pierrelafran...@sympatico.ca wrote:
Sounds lik yet another gimmick to get uneducated folk to buy another TV
LOL, I like this one.
But I'm not sure I understand your statement on NTSC.
This is what my research subject is all about. My boss asked me
On Oct 1, 2009, at 9:50 AM, James Paige wrote:
On Thu, Oct 01, 2009 at 09:34:35AM -0400,
pierrelafran...@sympatico.ca wrote:
Sounds lik yet another gimmick to get uneducated folk to buy
another TV
LOL, I like this one.
But I'm not sure I understand your statement on NTSC.
This is what my
René Dudfield wrote:
On Thu, Oct 1, 2009 at 2:34 PM, pierrelafran...@sympatico.ca
pierrelafran...@sympatico.ca wrote:
Sounds lik yet another gimmick to get uneducated folk to buy another TV
LOL, I like this one.
But I'm not sure I understand your statement on NTSC.
This is what my research
On Thu, Oct 1, 2009 at 8:50 AM, James Paige b...@hamsterrepublic.com wrote:
Regarding the limitations on the human eye: I am no expert on this, but
from what I have read, the average human eye can distinguish somewhere
from 7 to 10 million different colors.
RGB888 is 24 bit color, which is
René was referring to average cameras doing 8-16 per pixel, not per
color. Though, in a Bayer sensor, I guess you could calculate it
either way. The Foveon sensor is of course different. Even if the
display is not capable of showing 10 bits per color, it makes sense to
capture at it to allow
Nirav Patel wrote:
René was referring to average cameras doing 8-16 per pixel, not per
color. Though, in a Bayer sensor, I guess you could calculate it
either way. The Foveon sensor is of course different. Even if the
display is not capable of showing 10 bits per color, it makes sense to
On Thu, Oct 01, 2009 at 09:57:32AM -0700, Brian Fisher wrote:
Your facts are all basically correct, but some things you are missing is
the fact that human vision is both dynamic in terms of it's ability to
perceive ranges of intensity and color and able to support a very wide
On Thu, Oct 01, 2009 at 01:41:28PM -0400, pierrelafran...@sympatico.ca wrote:
Nirav Patel wrote:
René was referring to average cameras doing 8-16 per pixel, not per
color. Though, in a Bayer sensor, I guess you could calculate it
either way. The Foveon sensor is of course different. Even
Two things about color, not entirely serious:
First, RGB888 has very few colors in the off-white area of the
palette, yet if you want to paint something, you probably have seen
the approximately 8 million off-white colors being sold. According to
this website, there are special off-white
On Thu, Oct 1, 2009 at 9:53 AM, pierrelafran...@sympatico.ca
pierrelafran...@sympatico.ca wrote:
René, you put the fingers exactly in the center of our question: Why
camera gave 12, or even 14 bits per color, if Windows, Display, Grahic
cards are limited to 8 bits per color ?
I'm not saying
Hi, someone mentioned OpenGL using higher bit depths...
OpenGL's higher bit textures are available through ARB extensions:
from OpenGL.GL.ARB.texture_float import *
Then, when creating textures, use:
RGBRGBADepth
Depth=16: GL_RGB16F_ARB, GL_RGBA16F_ARB,
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